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WeaponSets.cpp
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WeaponSets.cpp
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#include "stdafx.h"
#include "WeaponSets.h"
#include "ItemEditor.h"
#include "dinput8.h"
#include "Hotkeys.h"
#include "InGameUI.h"
#include "Lists.h"
char Hooks::weaponSetsText[16] = {};
namespace
{
LPBYTE getEquippedSkillsBaseCall, emptyEquippedSkillsCall, setEquippedSkillsCall;
LPBYTE getSetEquippedSkillsFilesReadyFlagCall, getEquippedSkillsFilesBaseCall, setEquippedSkillsFilesCall;
LPVOID pSomeBase2, pSomeBase3;
int iSomeOffsetPreEquippedSkillChange;
void __declspec(naked) HEquipSkills()
{
asm("mov %0,%%ecx" : : "m"(pSomeBase3));
asm("mov (%ecx),%ecx");
asm("add %0,%%ecx" : : "m"(iSomeOffsetPreEquippedSkillChange));
asm("movb $1,(%ecx)");
asm("mov %0,%%ecx" : : "m"(pBase));
asm("mov (%ecx),%ecx");
asm("xor %eax,%eax");
asm("call *%0" : : "m"(getEquippedSkillsBaseCall));
asm("call *%0" : : "m"(emptyEquippedSkillsCall));
asm("call *%0" : : "m"(setEquippedSkillsCall));
asm("ret");
}
bool __declspec(naked) HRefreshSkillFileLinks()
{
asm("mov %0,%%edi" : : "m"(pBase));
asm("mov (%edi),%edi");
asm("call *%0" : : "m"(getSetEquippedSkillsFilesReadyFlagCall));
asm("test %al,%al");
asm("jz 1f");
asm("mov %0,%%ecx" : : "m"(pSomeBase2));
asm("mov (%ecx),%ecx");
asm("xor %eax,%eax");
asm("call *%0" : : "m"(getEquippedSkillsFilesBaseCall));
asm("push %eax");
asm("call *%0" : : "m"(setEquippedSkillsFilesCall));
asm("mov $1,%eax");
asm("\n1:");
asm("ret");
}
vector<array<int, 12 * 6>> weaponSetsSkills;
vector<array<int, 2>> weaponSetsWeapons;
size_t weaponSetsSkillsC = 0, weaponSetsWeaponsC = 0, weaponSetsTimeout;
CRITICAL_SECTION weaponSetsSync;
LARGE_INTEGER timerFrequency, timerLast = {}, timerCurrent = {};
bool weaponSetsRefresh = false;
void WeaponSetsSkills()
{
if (weaponSetsSkills.size() == 0)
return;
EnterCriticalSection(&weaponSetsSync);
if (++weaponSetsSkillsC >= weaponSetsSkills.size())
weaponSetsSkillsC = 0;
snprintf(Hooks::weaponSetsText, 16, "W%u | S%u", weaponSetsWeaponsC, weaponSetsSkillsC);
copy(weaponSetsSkills[weaponSetsSkillsC].begin(), weaponSetsSkills[weaponSetsSkillsC].end(), GetBasePtr<int>(0xA7808));
weaponSetsRefresh = true;
LeaveCriticalSection(&weaponSetsSync);
}
void WeaponSetsWeapons()
{
if (weaponSetsWeapons.size() == 0)
return;
EnterCriticalSection(&weaponSetsSync);
if (++weaponSetsWeaponsC >= weaponSetsWeapons.size())
weaponSetsWeaponsC = 0;
snprintf(Hooks::weaponSetsText, 16, "W%u | S%u", weaponSetsWeaponsC, weaponSetsSkillsC);
copy(weaponSetsWeapons[weaponSetsWeaponsC].begin(), weaponSetsWeapons[weaponSetsWeaponsC].end(), GetBasePtr<int>(0xA76E4));
weaponSetsRefresh = true;
LeaveCriticalSection(&weaponSetsSync);
}
void __stdcall HWeaponSetsRefresh()
{
QueryPerformanceCounter(&timerCurrent);
timerCurrent.QuadPart *= 1000;
timerCurrent.QuadPart /= timerFrequency.QuadPart;
if (timerCurrent.QuadPart - timerLast.QuadPart < weaponSetsTimeout)
return;
timerLast.QuadPart = timerCurrent.QuadPart;
EnterCriticalSection(&weaponSetsSync);
if (weaponSetsRefresh)
{
HEquipSkills();
if (HRefreshSkillFileLinks())
weaponSetsRefresh = false;
}
LeaveCriticalSection(&weaponSetsSync);
}
void __declspec(naked) HWeaponSets()
{
asm("pusha");
asm("sub $0x80,%esp");
asm("movdqu %xmm0,(%esp)");
asm("movdqu %xmm1,0x10(%esp)");
asm("movdqu %xmm2,0x20(%esp)");
asm("movdqu %xmm3,0x30(%esp)");
asm("movdqu %xmm4,0x40(%esp)");
asm("movdqu %xmm5,0x50(%esp)");
asm("movdqu %xmm6,0x60(%esp)");
asm("movdqu %xmm7,0x70(%esp)");
asm("call %0" : : "m"(HWeaponSetsRefresh));
asm("movdqu 0x70(%esp),%xmm7");
asm("movdqu 0x60(%esp),%xmm6");
asm("movdqu 0x50(%esp),%xmm5");
asm("movdqu 0x40(%esp),%xmm4");
asm("movdqu 0x30(%esp),%xmm3");
asm("movdqu 0x20(%esp),%xmm2");
asm("movdqu 0x10(%esp),%xmm1");
asm("movdqu (%esp),%xmm0");
asm("add $0x80,%esp");
asm("popa");
asm("ret");
}
LPBYTE pWeaponSetsP, oWeaponSetsP;
void __declspec(naked) HWeaponSetsP()
{
asm("call %0" : : "m"(HWeaponSets));
asm("jmp *%0" : : "m"(oWeaponSetsP));
}
LPBYTE pWeaponSetsS, oWeaponSetsS;
void __declspec(naked) HWeaponSetsS()
{
asm("call %0" : : "m"(HWeaponSets));
asm("jmp *%0" : : "m"(oWeaponSetsS));
}
bool renderWeaponSkill(int index, int weaponId, int skillCount, const char *label, const vector<pair<int, LPCSTR>> &items)
{
bool changed = false;
if (ImGui::TreeNode(label))
{
for (int i = 0; i < skillCount; i++)
{
char str[16];
snprintf(str, sizeof str, "##%d", i);
changed |= ImGui::ComboEnum<UINT32>(str, &weaponSetsSkills[index][weaponId * 6 + i], items);
}
ImGui::TreePop();
}
return changed;
}
bool renderWeaponSet(int index)
{
ImGui::PushID(index);
char str[24];
snprintf(str, sizeof str, "Skills %d", index);
bool treeOpened = ImGui::TreeNode(str);
ImGui::SameLine(100.0f);
bool changed = false;
if (changed |= ImGui::SmallButton("Remove"))
weaponSetsSkills.erase(weaponSetsSkills.begin() + index);
if (treeOpened)
{
changed |= renderWeaponSkill(index, 0, 3, "Sword", Hooks::ListSkillsSword);
changed |= renderWeaponSkill(index, 1, 3, "Mace", Hooks::ListSkillsSword);
changed |= renderWeaponSkill(index, 2, 3, "Longsword", Hooks::ListSkillsLongsword);
changed |= renderWeaponSkill(index, 6, 3, "Warhammer", Hooks::ListSkillsLongsword);
changed |= renderWeaponSkill(index, 3, 3, "Dagger", Hooks::ListSkillsDagger);
changed |= renderWeaponSkill(index, 4, 6, "Staff", Hooks::ListSkillsStaves);
changed |= renderWeaponSkill(index, 5, 6, "Archistaff", Hooks::ListSkillsStaves);
changed |= renderWeaponSkill(index, 7, 3, "Shield", Hooks::ListSkillsShield);
changed |= renderWeaponSkill(index, 8, 3, "Magick Shield", Hooks::ListSkillsMagickShield);
changed |= renderWeaponSkill(index, 9, 3, "Bow", Hooks::ListSkillsBow);
changed |= renderWeaponSkill(index, 10, 3, "Longbow", Hooks::ListSkillsLongbow);
changed |= renderWeaponSkill(index, 11, 3, "Magick Bow", Hooks::ListSkillsMagickBow);
ImGui::TreePop();
}
ImGui::PopID();
return changed;
}
bool weaponSetsEnabled;
void renderWeaponSetsUI()
{
if (ImGui::CollapsingHeader("Weapon sets"))
{
if (ImGui::InputScalar<size_t>("Timeout", &weaponSetsTimeout, 0, INT_MAX, 100, 200.0f))
config.setUInt("weaponSets", "timeout", weaponSetsTimeout);
if (ImGui::Checkbox("Enabled", &weaponSetsEnabled))
{
config.setBool("weaponSets", "enabled", weaponSetsEnabled);
Hooks::SwitchHook("WeaponSets", pWeaponSetsP, weaponSetsEnabled);
Hooks::SwitchHook("WeaponSets", pWeaponSetsS, weaponSetsEnabled);
}
bool changed = false;
ImGui::SameLine();
if (ImGui::Button("Add skill set") && ((changed = true)))
{
weaponSetsSkills.emplace_back();
copy(GetBasePtr<int>(0xA7808), GetBasePtr<int>(0xA7808 + 12 * 6 * sizeof(int)), weaponSetsSkills.back().data());
}
for (size_t i = 0; i < weaponSetsSkills.size(); i++)
changed |= renderWeaponSet(i);
ImGui::Separator();
if (ImGui::TreeNode("Weapons"))
{
ImGui::TextUnformatted("Primary");
ImGui::TextUnformatted("Secondary", 150.0f);
ImGui::SameLine(270.0f);
if (ImGui::Button("Add") && ((changed = true)))
{
weaponSetsWeapons.emplace_back();
weaponSetsWeapons.back().fill(-1);
}
for (size_t i = 0; i < weaponSetsWeapons.size(); i++)
{
ImGui::PushID(i);
changed |= ImGui::InputScalar<UINT32>("##wP", &weaponSetsWeapons[i][0], 0, UINT32_MAX, 0, 75.0f, ImGuiInputTextFlags_CharsHexadecimal);
ImGui::SameLine();
if (ImGui::SmallButton("Set##sP") && Hooks::pItem && ((changed = true)))
weaponSetsWeapons[i][0] = (*(UINT32**)(Hooks::pItem + 0x04))[0x40 / 4];
ImGui::SameLine();
changed |= ImGui::InputScalar<UINT32>("##wS", &weaponSetsWeapons[i][1], 0, UINT32_MAX, 0, 75.0f, ImGuiInputTextFlags_CharsHexadecimal);
ImGui::SameLine();
if (ImGui::SmallButton("Set##sS") && Hooks::pItem && ((changed = true)))
weaponSetsWeapons[i][1] = (*(UINT32**)(Hooks::pItem + 0x04))[0x40 / 4];
ImGui::SameLine();
if (ImGui::Button("Remove") && ((changed = true)))
weaponSetsWeapons.erase(weaponSetsWeapons.begin() + i);
ImGui::SameLine();
ImGui::Text("Weapon %u", i);
ImGui::PopID();
}
ImGui::TreePop();
}
if (changed)
{
char str[16];
if (weaponSetsSkills.size() == 0 && weaponSetsWeapons.size() == 0)
Hooks::weaponSetsText[0] = '\0';
for (auto setId : config.getSectionInts("weaponSets"))
{
snprintf(str, sizeof str, "%d", setId);
config.removeKey("weaponSets", str);
}
for (size_t setId = 0; setId < weaponSetsSkills.size(); setId++)
{
vector<int> list;
for (size_t i = 0; i < weaponSetsSkills[setId].size(); i += 6)
{
list.push_back(weaponSetsSkills[setId][i + 0]);
list.push_back(weaponSetsSkills[setId][i + 1]);
list.push_back(weaponSetsSkills[setId][i + 2]);
if (i / 6 == 4 || i / 6 == 5)
{
list.push_back(weaponSetsSkills[setId][i + 3]);
list.push_back(weaponSetsSkills[setId][i + 4]);
list.push_back(weaponSetsSkills[setId][i + 5]);
}
}
snprintf(str, sizeof str, "%d", setId);
config.setInts("weaponSets", str, list);
}
vector<int> list;
for (size_t i = 0; i < weaponSetsWeapons.size(); i++)
{
list.push_back(weaponSetsWeapons[i][0]);
list.push_back(weaponSetsWeapons[i][1]);
}
config.setInts("weaponSets", "weapons", list);
}
}
}
}
void Hooks::WeaponSets()
{
InitializeCriticalSection(&weaponSetsSync);
QueryPerformanceFrequency(&timerFrequency);
InGameUIAdd(renderWeaponSetsUI);
HotkeysAdd("keyWeaponSetsS", 'R', []() { WeaponSetsSkills(); });
HotkeysAdd("keyWeaponSetsW", 'C', []() { WeaponSetsWeapons(); });
weaponSetsEnabled = config.getBool("weaponSets", "enabled", false);
weaponSetsTimeout = config.getUInt("weaponSets", "timeout", 500);
for (auto setId : config.getSectionInts("weaponSets"))
{
char str[16];
snprintf(str, sizeof str, "%d", setId);
auto list = config.getInts("weaponSets", str);
if (list.size() != 12 * 3 + 6)
continue;
weaponSetsSkills.emplace_back();
for (size_t i = 0, j = 0; i < weaponSetsSkills.back().size(); i += 6)
{
weaponSetsSkills.back()[i + 0] = list[j++];
weaponSetsSkills.back()[i + 1] = list[j++];
weaponSetsSkills.back()[i + 2] = list[j++];
if (i / 6 == 4 || i / 6 == 5)
{
weaponSetsSkills.back()[i + 3] = list[j++];
weaponSetsSkills.back()[i + 4] = list[j++];
weaponSetsSkills.back()[i + 5] = list[j++];
}
}
}
auto list = config.getInts("weaponSets", "weapons");
if (list.size() % 2 == 0)
for (size_t i = 0; i < list.size();)
{
weaponSetsWeapons.emplace_back();
weaponSetsWeapons.back()[0] = list[i++];
weaponSetsWeapons.back()[1] = list[i++];
}
BYTE *pOffset;
BYTE sig1[] = { 0x8B, 0x0D, 0xCC, 0xCC, 0xCC, 0xCC, 0xC6, 0x81, 0xCC, 0xCC, 0xCC, 0xCC, 0x01, 0x33, 0xF6 };
if (!FindSignature("WeaponSets", sig1, &pOffset))
return;
pSomeBase3 = *(LPBYTE*)(pOffset + 2);
iSomeOffsetPreEquippedSkillChange = *(int*)(pOffset + 8);
BYTE sig2[] = { 0x83, 0xF8, 0x04, 0x75, 0x03, 0x33, 0xC0, 0xC3 };
if (!FindSignature("WeaponSets", sig2, &getEquippedSkillsBaseCall))
return;
BYTE sig3[] = { 0x56, 0x83, 0xCE, 0xFF, 0x89, 0xB0 };
if (!FindSignature("WeaponSets", sig3, &emptyEquippedSkillsCall))
return;
BYTE sig4[] = { 0x51, 0x8B, 0x90, 0xCC, 0xCC, 0xCC, 0xCC, 0x85, 0xD2, 0x74, 0x1B };
if (!FindSignature("WeaponSets", sig4, &setEquippedSkillsCall))
return;
BYTE sig5[] = { 0x51, 0x53, 0x56, 0x33, 0xF6, 0xB3, 0x01, 0x83, 0xFE, 0x04 };
if (!FindSignature("WeaponSets", sig5, &getSetEquippedSkillsFilesReadyFlagCall))
return;
BYTE sig6[] = { 0x8B, 0x0D, 0xCC, 0xCC, 0xCC, 0xCC, 0x8B, 0xC6, 0xE8, 0xCC, 0xCC, 0xCC, 0xCC, 0x50, 0xE8, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xC7 };
if (!FindSignature("WeaponSets", sig6, &pOffset))
return;
pSomeBase2 = *(LPBYTE*)(pOffset + 2);
BYTE sig7[] = { 0x85, 0xC0, 0x75, 0x07, 0x8B, 0x81, 0xCC, 0xCC, 0xCC, 0xCC, 0xC3, 0x48 };
if (!FindSignature("WeaponSets", sig7, &getEquippedSkillsFilesBaseCall))
return;
BYTE sig8[] = { 0x53, 0x55, 0x8B, 0x6C, 0x24, 0x0C, 0xF6, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0x89 };
if (!FindSignature("WeaponSets", sig8, &setEquippedSkillsFilesCall))
return;
BYTE sigP[] = { 0x03, 0xD3, 0x03, 0xD0, 0x80, 0x7C, 0x24, 0x44, 0x01 };
BYTE sigS[] = { 0x03, 0xCB, 0x03, 0x4C, 0x24, 0x28, 0x80, 0x7C, 0x24, 0x44, 0x01 };
if (!FindSignature("WeaponSets", sigP, &pWeaponSetsP) ||
!FindSignature("WeaponSets", sigS, &pWeaponSetsS))
return;
CreateHook("WeaponSets", pWeaponSetsP, (LPVOID)HWeaponSetsP, &oWeaponSetsP, weaponSetsEnabled);
CreateHook("WeaponSets", pWeaponSetsS, (LPVOID)HWeaponSetsS, &oWeaponSetsS, weaponSetsEnabled);
}